xe N on, on 03 October 2016 - 06:26 AM, said:
So, what use have penalties that are so small you won't notice? You can simply leave them away up to a certain level of heat.
I knew someone would ask this, so I thank you for the opportunity.
Just because they are very small and you might not notice them doesn't mean they don't exist. Barely affecting gameplay is still affecting gameplay. Also, since they would be incrementally more severe and/or cumulative, that would mean that as you heat up they start to stack up and then you notice them a lot.
Numbers being unadjusted, that means that if 1 heat nets you +1% recycle then 2 heat might net you +2% recycle and -1% acceleration/deceleration. That starts stacking up in meaningful ways relatively quickly, if you fire too much and don't have enough heatsinks to dissipate. On the other hand, if you do have enough heatsinks and control your RoF, you would stay in the very negligible range.
Widowmaker1981, on 03 October 2016 - 10:46 AM, said:
OK, so in your mind, how big is this heat scale? What would the penalties be like at 20 or 30 points of heat, for example? How long would it take to dissipate said 20 or 30 points?
When you suggest penalties from 1 heat, you assume you mean meaningful ones by 5 or 10. You need to be specific with what you are suggesting.
How big is the scale? Well, theoretically infinite. No cap means no cap, so there is no number where it ends.
That's reasonable because different weight 'Mechs have different numbers of structure and armor points. Since heavier 'Mechs can bring more big/hot weapons than lighter 'Mechs there is a reasonable amount of inherent balance in this concept. Lighter 'Mechs normally won't get as hot as heavier 'Mechs. Lighter 'Mechs won't be able to carry as many heatsinks and their dissipation will be lower, but they won't have as much heat to dissipate. Heavier 'Mechs will be able to run hotter for a bit longer but the greater heat will end in more damage to their structure/armor (not to mention making them temporarily vulnerable from the performance penalties, a problem lighter 'Mech's will probably rarely encounter).
As for meaningful thresholds: Yes, we need them. For familiarity purposes, you could still make the initial testing shutdown threshold at 30 heat. People are already used to that number from TT and current base capacity here in MWO, I'm all in favor of simplifying things so going with a familiar number makes sense (even if it is legacy and ultimately subjective).
But I would prefer cumulative and incremental penalties that stack up over time. The system might define itself. As above, if you get a +1% recycle penalty at 1 heat and then at 2 heat you get +2% recycle and -1% accel/decel, then the question I want to ask is: "How large do the penalties get?"
In answer: Probably somewhere in the neighborhood of 20%. But remember, that's for each penalty applied.
Taking this to a higher heat example:
10 heat = +10% recycle, -9% accel/decel, -8% turnrate, -7% speed, -6% range, etc...
So with every additional point of heat, current penalties are incrementally increased and a new penalty is cumulatively applied. Damage would not start until after the shutdown threshold, but would likewise be incremental and cumulative.
Again, the result is that low heat = negligible penalties but high heat = severe penalties. The more I think about it, the more I like it.
Edit:
Keep in mind that the penalties are only applied in the duration that you are carrying heat. If you dissipate the heat, those penalties would instantly evaporate. It's not like you would be carrying those penalties for long drawn out periods, heatsinks would still add to dissipation and with enough you would never feel them.
Edited by Brandarr Gunnarson, 03 October 2016 - 07:07 PM.